

Jin
Ideal Team Position:
{{{4}}}
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Great against fireball characters and able to make excellent use of meter, Jin has a great many tools at his disposal. Leaning towards the defensive, Jin is able to punish the use of projectiles with Special Step and combo out of a block with Shun Masatsu. Given his mediocre range and defensive tendencies it is necessary to make use of Special Step to close the gap and deal real damage. Players would do well to make use of his unique EX properties such as making hits "counter" attacks, Wall bouncing, and creating multiple stationary orbs.
Moves
Unique Attacks
mp --- lp --- mk
lk --- mp ---
lp --- mk
Throws
Special Moves
(L.L.R.P.)
Super Combo
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
Power Stance:
A parry. EX causes the following hit to be considered a counter attack.
Median Line Destruction:
Hits three,four, or five times depending on punch used, generally safe at max range but easily punished up close. EX causes wall bounce
Penetrating Fist:
Creates a static orb at close, medium, or far range based on punch button used. EX creates two orbs based on which two buttons were pressed.
Super Combos
Devil Beam: Jin takes a giant step forward and throws a projectile across the screen with about 15 frames of invulnerability at the start
The Basics
Jin is only capable of dealing real damage at close range. Use Shun Masatsu to hit confirm for damage.
At mid range, use hk to take a lengthy step forward before performing a roundhouse kick that is cancelable into Special Moves. You can use it to gain ground on opponents, and it can be canceled into Special Step.
Special Step boasts the speed of a regular dash band covers half of the screen’s length, making it the fastest way to cover ground. Due to its upper body projectile invulnerability and speed, Jin is not easy to keep at bay. Making it first priority when learning Jin However, it won’t pass through Sagat’s Low Tiger Shot.
Penetrating Fist is one of the best Special Moves in the game to charge to EX strength, as long as your opponent is far enough away to do this safely. You can take advantage of the benefits of EX Penetrating Fist without using any blocks of Cross Gauge.
Mental Alertness has a short window of strike invulnerability on its startup which can be used to cause an opponent’s attack to whiff, allowing you to counter with the quick Swaying Willow. As such, perform Mental Awareness at anytime during block strings. If your opponent stays grounded or attempts a counterattack, Swaying Willow can be used for pressure or a Counter Hit. If your opponent reacts with a jump, quickly press lk for Leaping Side Kick to counter. The timing on this is tight, however, so it will take some practice before mastering the technique. As a downside, Mental Alertness is always vulnerable to throws, so be careful of opponents becoming keen to your use of this technique.
Against aerial opponents, crouching hp works as a decent anti-air attack, but Jin’s upper body is vulnerable during the uppercut. (Mental Alertness) Leaping Side Kick functions much more reliably as anti-air. It takes some practice to use it in this manner but it has a large hitbox, quick startup, and high damage potential due to the float it causes opponents. Furthermore, if Leaping Side Kick whiffs during an anti-air attempt, Jin is sent flying forward, making an opposing player’s attempts to punish this move difficult.
Regular versions of Power Stance start up in only 2 frames before absorption frames begin. EX Power Stance has no startup at all but does not last as long as HP. Power Stance can also be canceled into any Special Move, including Special Step and Mental Alertness. After absorbing an attack, cancel Power Stance into (Mental Alertness) Swaying Willow or Median Line Destruction to counter. Power Stance is also susceptible to throws, so it’s important to avoid predictability.
Advanced Strategy
N/A
"Swag Kick"
There is glitch present as of 1.01 in the "Inner Axe" unique attack know colloquially as "The Swag Kick". When the third hit connects with an airborne opponent, they will fall at a fraction of the normal pace while still remaining in a spinning, stunned state, allowing ample time to tag, EX Power Stance or begin a combo without fear.
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A